README.md
# Boxes: GameplayKit Entity-Component Basics |
This sample demonstrates how to use GameplayKit’s entity-component feature to create modular, scalable game architecture. It covers the classes `GKEntity`, `GKComponent`, and `GKComponentSystem`. |
## Structure |
The Game object sets up the entities and their components. Each box is represented by an instance of the `GKEntity` class -- an abstract container for the `GKComponent` objects that together provide each entity's functionality. |
Each box shows the effect of a different combination of the following components: |
- All boxes have a `GeometryComponent` that manage their SceneKit representation for display and physics simulator. |
- Boxes with a `ParticleComponent` also display a fiery or sparkly particle effect. |
- Boxes with a `PlayerControlComponent` jump up into the air when you interact with the scene. |
In the `Game` object's `setUpEntities` method, try adding a particle or player-control component to the purple box. |
## Playing the game |
Tap anywhere (iOS), press any key (OS X), or click the Siri Remote touch surface (tvOS) to interact with the scene, causing boxes with a `PlayerControlComponent` to jump. |
## Requirements |
### Build |
Xcode 7.1, OS X 10.11 SDK, iOS 9.0 SDK, tvOS 9.0 SDK |
### Runtime |
OS X 10.11, iOS 9.0, tvOS 9.0 |
Copyright (C) 2015-16 Apple Inc. All rights reserved. |
Copyright © 2016 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2016-09-13